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inkoalawetrust edited this page Jan 28, 2024 · 6 revisions

NOTE: It is HEAVILY recommended that you use this mod along with the latest version of my Smart Marines mod, which the MVP explicitly supports and uses, if you don’t, then marine spawning vehicles will fall back to using the awful default ZDoom marines instead. Do NOT report any bugs that involve not loading the MVP along with the marines.


Welcome to the Military Vehicles Pack wiki. This wiki contains the documentation for the MVP, with stats and information on what each vehicle can do. ALong with other information like common features. The mod requires the KAI library to run, so it's recommended you load whichever the latest KAI release is before the MVP in your load order.

How to use the vehicles:

To use the vehicles, load them as a resource in Ultimate Doom Builder, make sure to also load GZDoom’s gzdoom.pk3 file as a resource as well, and to check the “Exclude this resource from testing parameters” checkbox. Also make sure to include the version of the KAI library specified for whichever release you are using, this is usually going to be the latest MVP + latest KAI. To use the user variables included with the vehicles, follow this guide.

Debug CVARs:

The mod contains two debug CVARs, that can be used to make all spawned monsters able to see and attack friendly monsters on sight. These variables are:

  • MVP_Debug_SeeFriendlyMonsters: If true, it turns on the +SEEFRIENDLYMONSTERS flag for all monsters spawned that do not already have it on.
  • MVP_Debug_SeeFriendlyMonsters_Range: The range (In chunks of 128 map units) in which hostile monsters with the aforementioned flag can see friendly monsters. The default is 10, which is also the default value of the FriendlySeeBlocks property. Setting this to -1 will keep the property to whatever value is specified in the actor.

Global mod changes

The MVP adds the +DOSHADOWBLOCK flag to any monster spawned that doesn't already have the flag, as long as they don't also spawn with the ability to see through shadow-related flags. Or already have the flag on. If there's over 2000 total monsters on the map, any other monsters from that point on will not have the flag. Actors that are like Lost Souls are also ignored, that being, actors that spawn with +FLOAT and the +SKULLFLY or +RETARGETAFTERSLAM flags. This allows vanilla andother custom monsters to be affected by vehicle smokescreens, such as the tanks'.

If this is causing too much lag, you can disable this feature by turning on the MVP_Disable_DoShadowBlock CVAR.

Shared features

These are features shared by all or most vehicles:

  • Vehicles and marines on the same team cannot harm or infight with each other.
  • Stops chasing their target after it goes out of sight for long enough. Usually configurable on a per-actor basis.
  • Working headlights that vehicles turn on when in a sector with a light level of 104 or less. Can be turned off entirely.
  • Static props of each vehicle, usually with empty, destroyed, and gibbed variants.
  • Vehicles will produce smoke when they are low on enough on health, which is a visual indicator along with being cool. Works on NPC and prop vehicles.
  • Vehicles generate warning zones when they are about to fire, are burning wrecks, ramming, etc. That warn marines to get out of the way if appropriate.
Vehicle.Radio.mp4

The MVP includes a radio item that can be used to order both vehicles and marines to stay still, follow the player, or wander around.

Staying away from enemies.

Retreating.mp4

Vehicles will always keep a certain amount of distance between whatever enemy is closest to them, to avoid charging head on into enemies like normal monsters do. The distance they consider to be too close can be changed with User_RetreatDistance.

In addition to this, if the vehicles’ target is something powerful or really big. They will keep 4 times the amount of distance specified by User_RetreatDistance. Alternatively, they will go back to not running from the powerful foe if it goes out of sight.

If a vehicle has no way to attack left. Then it will simply run away from its’ target until it’s out of sight, regardless of how far the target already is.

If a vehicles’ turret has limits to how far up it can aim (Like in the case of the APCs’ turrets, for example), and its target is too high up, then the vehicle will usually try to drive away from the target to allow the turret to shoot it.

Vehicles do not do any of this if they are set to patrol and have Don’t Chase Target on.

Staying still to fire

Vehicles that have turrets will, sometimes stop for a while if they are far enough from any enemies, and just let their turrets do the work. Vehicles will begin moving again after either enough time has passed, or if an enemy has gotten too close to the vehicle. Vehicles will not do this at all if they are patrolling, and have been set to not chase after enemies.

Different vehicles have slightly different conditions for when they stop besides the basic ones above. Usually the additional are conditions are to not stop if the turret or vehicle itself are too weak, or if the vehicles’ or turrets’ target is too powerful.

Projectile deflection

Vehicles can bounce off certain projectiles that hit them. Complete with ricochet sounds and effects. This is especially the case for tankier vehicles, and is mostly limited to bullets. For information on what each vehicle can deflect, check out the wiki pages on individual vehicles. However, there also several instances in which projectiles will universally deflect, even from non MVP actors, listed below:

Players with god mode on, and player pawns and monsters with +INVULNERABLE and/or +NODAMAGE:

7.62mm bullets (MVP_RifleBullet):

Deflection chance: Always deflects

Damage reduction: Deflected bullets only do 40-60% of the damage they would otherwise do.

Velocity reduction: Deflected bullets lose about 0-30% of their original velocity.

Spread: Deflected bullets have a fairly wide angle of spread when hitting the player.

12.7mm bullets (MVP_50CalBullet):

Note: When 12.7mm bullets are deflected, they lose their ability to rip through multiple actors.

Deflection chance: Always deflects

Damage reduction: Deflected bullets only do 40-60% of the damage they would otherwise do.

Velocity reduction: Deflected bullets lose about 0-30% of their original velocity.

Spread: Deflected bullets have a fairly wide angle of spread when hitting the player.

Actors who spawned with 2000+ health and do not bleed:

Note: The actor must NOT have the Invulnerable or NoDamage flags !

7.62mm bullets (MVP_RifleBullet):

Deflection chance: High chance of deflection

Damage reduction: Deflected bullets only do 50-70% of the damage they would otherwise do.

Velocity reduction: Deflected bullets lose about 0-20% of their original velocity.

Spread: Deflected bullets have a normal angle of spread when hitting the actor.

12.7mm bullets (MVP_50CalBullet):

Deflection chance: Low chance of deflection

Damage reduction: Deflected bullets only do 50-70% of the damage they would otherwise do.

Velocity reduction: Deflected bullets lose about 0-15% of their original velocity.

Spread: Deflected bullets have a normal angle of spread when hitting the actor.

Visual turret elevation

Vehicle turrets have the ability to visually change their elevation to appear to be facing up and down when facing their target, based on their current pitch. And will also make a turning noise when making large enough turns.

Most turrets take time to turn and face their target when firing, and take time to turn back and face the front of their vehicle once they have no target left. Unless otherwise specified. Each vehicles’ page also includes information on how fast their turrets’ can move vertically and horizontally.

Turrets that are destroyed will maintain the same angle relative to the vehicle as the latter moves around, unless the turret falls off when destroyed.

Turrets usually also have limits to how far up and down they can aim. If their target is too far up to hit, then the vehicle they are attached to will usually try to drive away from the target. To put it back into the turrets’ line of fire. Unless otherwise specified on a vehicle page.

Projectile splashes

drawing

Turrets that fire projectiles such as bullets and shells will cause splashes when they hit different types of liquids, they will also create upside down splashes if they hit ceilings, for example, if a projectile hits a ceiling with a blood texture, it will create an upside down blood splash.

For some projectiles, particularly explosives ones, this splash effect also causes damage, effectively being a liquid explosion.

The projectiles have 5 liquid types, Water, Nukage, Blood, Lava, and Slime. Each type has a list (Static string array) of texture names that are part of that liquid type, e.g Nukage has the NUKAGE1-3 textures. The list is stored in CommonFunctions.zsc, and also includes the names of some textures that don’t exist in the vanilla game, such as WFALL, but that are likely to be part of texture packs and mods. To extend the lists, simply add more entries to their arrays.

Note: Liquid flat detection does not work on swimmable 3D floors, I’ve tried to get it to work many times, but it just doesn’t pan out ever.

Turret prediction

drawing

Unless otherwise specified, turrets have the ability to rotate ahead of where their target will be in the future by the time its’ attack reaches it, this allows them to be able to attack fast moving and/or distant targets in a manner similar to real world CIWS systems. This is unlike normal monsters, who simply shoot at whatever spot their target was at the time of fire, instead of where the target will be when the projectile reaches them.

User variables

Note: All of these variables should work on every vehicle unless otherwise specified.

A lot of the behavior of each vehicle can be controlled using user variables. Allowing you to turn on and off features you don't or do want. Each vehicles' user variables will be listed on their own pages, but there are variables also shared by all vehicles:

  • User_NoHeadlights: Disables the headlight mechanic for the particular vehicle.
  • User_RetreatDistance: Controls how much of a distance the vehicle will keep from enemies. Default is 768 map units, varies from vehicle to vehicle. Negative values disable retreating (But doesn’t disable running from their target if it's a far too strong enemy.)
  • User_ChaseTime: How long the vehicle will chase it’s target while it’s out of sight, before giving up on it. Default value is 17. Negative values make the vehicle chase it’s target forever, like normal monsters.
  • User_DefaultOrder: This specifies the order the vehicle follows once spawned, by default, the vehicle will check for all players visible and friendly to it, and pick one of them randomly to follow around, if no friendly players are in sight, then it will instead wander on its’ own. Available options include “Stay”, “Follow”, and “Wander”, for more information on them read the section on the radio tool.

And these are the variables also shared by all vehicle props:

  • User_Destructible: If on, the vehicle (And any turrets on it by extension) will become destructible, the prop versions of each vehicle have the exact same health amounts and damage factors as the main NPC versions.
  • User_NoHeadlights: This flag has a special usage for props, if turned on, the vehicle just has its’ headlights off, period. No dynamic updating based on light level (Since nobody is inside to turn them on and off.). By default the headlights are on (To avoid confusion from the variables’ name), you have to set this to true to turn them off. It can also be dynamically turned on and off with SetUserVariable(), to turn the lights on and off.
  • User_IdleSound: Makes the empty vehicle play the’ idle engine sound that it plays in its’ Spawn state.

Vehicles

The weakest vehicle in the pack, it's simply a lightly armored military car, that can optionally be equipped with a pain ray that stuns enemies. But can also carry supplies that players can use, like ammunition and armor.

A large unarmed and unarmored transport truck. It has no weapons of its' own, and it's main function is to carry up to 14 marines by default, then stay away from action. But it can also optionally be made able to kill enemies by ramming at them.

drawing

An armored troop transport, and the first vehicle in the pack to have an actual weapon. It is much more durable than the Army Car and Truck, can carry up to 8 marines. And can also optionally be equipped with a dual machine gun or autocannon turret, the latter having a smaller independent MG attached to it.

drawing

The most powerful vehicle in the MVP. It has a 130mm main gun (With several ammo types it switches between) and a 7.62mm coaxial machine gun. Can run over enemies and push obstacles out of the way. Take hull down positions and deploy smoke screens. And can be optionally equipped with a remote weapon station and 2 active protection systems. It also includes 3 extra, weaker variants, with different roles and abilities. As of 29/8/2023, only the SPAAG variant has been coded.

drawing

A joke vehicle. Unlike the rest of the vehicles, it is far more cartoony and less realistic. With only 600 health, the ability to flinch from pain, and firing slow cannon balls. Unlike the other vehicles, it's a Metal Slug vehicle, instead of an original design based on real world vehicles.